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[BORDERLANDS] - GAME SYSTEM

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This diagram models a complex game system's internal economy, focusing on resource generation, trading, conversion, and objective achievement mechanics. At its core, the system simulates an economy where different types of resources (e.g., lumber, wheat) are generated from sources like a forest or farm and are then processed, stored, or converted into other forms through various nodes representing actions or locations, like a lumberjack house or a farm. These resources can be traded between different entities within the system, involving mechanisms such as warehouses for storing goods and wallets for holding currency. Key aspects also include tasks or objectives that need to be completed, potentially involving resource management or reaching certain conditions within the game's economy.

The interactions and flow of resources within this system are governed by a series of connections that dictate how resources are moved, converted, or consumed. This includes the conversion of raw materials into usable goods, the exchange of goods for currency, and the fulfillment of tasks requiring specific resources. Traders play a crucial role in the exchange of resources, influencing the economy's dynamics. Furthermore, conditions set on various nodes and the actions of drains imply that resources can be permanently removed from the economy, simulating consumption or loss, which adds a layer of complexity to managing the game's internal economy. Overall, this diagram illustrates a meticulously designed system that encapsulates the interactions and dependencies characteristic of a game's economic structure, emphasizing resource management, trading, and goal achievement.

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